Saturday, November 21, 2009

Aran 4th job skills

Maple Warrior (Max: Lv30)
Increase all players' stats within a party by certain percentage.
Lv1: MP -10, +1% Base Stats for 30 seconds, 400% Range
Lv15: MP -30, +8% Base Stats for 450 seconds, 400% Range
Lv30: MP -60, +15% Base Stats for 900 seconds, 400% Range
Notes - Yep, it's the same old Maple Warrior everybody knows and loves. You're not going to be summoning any Hellslayers, though.

High Mastery (Max: Lv30) Passive

Increases the polearm mastery as well as weapon attack. Requires Lv20 Polearm Mastery.
Lv1: 65% Mastery
Lv15: 75% Mastery, WA +5
Lv30: 90% Mastery, WA +10
Notes - Ohhh, now we're talking! High Mastery is exactly the same as the 4th Job Archers' Expert Mastery. Training is never going to be the same again.

Over Swing (Max: Lv30) Passive

Increases the damage of Double Swing and Triple Swing to the extreme. Requires Lv20 Full Swing.
Lv1: Double Swing MP -14, 112%x2 Damage & Triple Swing MP -16, 186%x2 Damage
Lv15: Double Swing MP -16, 140%x2 Damage & Triple Swing MP -18, 210%x2 Damage
Lv30: Double Swing MP -18, 170%x2 Damage & Triple Swing MP -20, 240%x2 Damage
Notes - Extreme? This is WAY over extreme. Your two trusty old pals get yet ANOTHER boost in damage (and MP cost). Happy? You bet I am. Button-mashing happy? Hehehehe. Over Swing turns Double Swing into a 2-hit spin and Triple Swing a 2-hit slash, making a full Triple Swing a 5-hit combo.

High Defense (Max: Lv30) Passive

Permanently increases the weapon defense of one's armor.
Lv1: Damage taken -0.5%
Lv15: Damage taken -7.5%
Lv30: Damage taken -15%
Notes - Look familiar? It should. This is a carbon copy of Achilles.

Final Blow (Max: Lv30)

Swing your polearm widely to attack fiercely up to 12 monsters. You have to use Triple Swing first before using this skill. Requires Lv20 Triple Swing.
Input command: Triple Swing + Down + Attack
Lv1: MP -20, 410% Damage
Lv15: MP -25, 550% Damage
Lv30: MP -30, 700% Damage
Notes - Nice, now you have two options when it comes to main attack combos. You can rush mobs with Final Charge, or maul them with this. Final Blow extends your reach by approximately 20%. Here comes the Polar Bear!!!

Combo Tempest (Max: Lv30)

Turn surrounding monsters into ice that makes them die instantly. It deals four consecutive hits of powerful damage to boss monsters. 200+ COMBO is needed to use this skill. Requires Lv10 Fenrir Phantom.
Input command: Down + > + Attack
Lv1: 1210% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 10 seconds of freeze
Lv15: 1350% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 24 seconds of freeze
Lv30: 1500% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 40 seconds of freeze
Notes - The description's saved me some explaining, although I've read somewhere that it reduces mob HP to 1 and freezes them but does not kill. In other words, it's an Ice elemental version of the Paladin's Sanctuary. HT popsicle, anyone?

Combo Barrier (Max: Lv30)

Grants a buff that makes party members to receive less damage for a limited time. 200+ COMBO is needed to use this skill. Requires Lv10 Combo Drain.
Input command: Down + Down + Attack
Lv1: -8.4% Damage for 60 seconds
Lv15: -14% Damage for 144 seconds
Lv30: -20% Damage for 240 seconds
Notes - Don't you just love the combo system? Combo Barrier complements High Class Defense/Achilles perfectly.

Freeze Standing (Max: Lv30)

Just like a frozen glacier you cannot be pushed back by an attack of a monster due its massive weight.
Lv1: MP -30, For 10 seconds, prevent from getting knocked back with a probability of 42%
Lv15: MP -42, For 150 seconds, prevent from getting knocked back with a probability of 70%
Lv30: MP -50, For 300 seconds, prevent from getting knocked back with a probability of 90%
Notes - This is the Arans' version of Stance, and it makes you weigh a tonne. Seriously. Don't use it if you're on a diet.

Awakening (Max: Lv5)

Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify.
Lv1: MP -30, Escape from any abnormal condition, Cooldown time: 10 minutes
Lv5: MP -30, Escape from any abnormal condition, Cooldown time: 6 minutes
Notes - Again, this is exactly the same as the one that Adventurer characters get during 4th Job.

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